Korengal 4 km is the map you love to hate and hate to love. It is being designed to be as accurate as possible while still allowing for artistic and gameplay elements.

What I loved about the original PR map was it was small which made it a pain to get around and ease to get lost all while having to navigating impassable areas and keeping in a lookout for ambushes. This will not change as I intend to build on what I learned in its original ... especially filling in all those inescapable holes.

In this re-imagining (I'm the same artist the created PR Korengal) I'm set to introduce multiple environments. From mountain rivers, crops, hillside villages, rocky mountain trails and snow covered mountain tops. While I don't have a cave system in my current plans yet, it's not unforeseeable.

The landscape will be difficultly for any land vehicle. Roads are made for a purpose.

The US is not having a easy time. This is a uphill battle.

The map is being designed with the hopes for helicopters.

While I do enjoy AAS, cache hunts were always my favorite game mod.

I'll do my best to add in points of interest from actual events.

Minimap :

[ Showing the on going road next work creation. Blue being the previous roads, red are the new roads. ]

Videos :

Korengal Outpost (KOP) : Info
Unsure how this base will play out, I kinda like the idea of it being a start of game spawn only then then requiring resupply from Camp Blessing.

COP Michigan (Camp Blessing): Info
This will be the main uncapable US spawn. Command Outpost Michigan at the Pech River Valley in Kunar Province, Afghanistan

Location: Highlands of Scotland (After hard discussions, the lore location can change due to my desire to create a specific landscape,

which might not represent the real-life location location)

Size: 8x8km

Teams: Russian Ground Forces vs. US Army/British Army

Gameplay: Long-range vehicular combat, heavy focus on infantry mobility, a large number of objectives

Download link: unreleased

Description:

Operation Homestead is a vehicle-focused large-scale map designed for long-range engagements across vast and numerous farmlands, plowed fields and mountainous ranges of Scotland.

Inspiration was drawn from a desire to see more vehicle-focused map in Squad.

With a great amount of land, comes a great responsibility for infantry play. The map is planned to feature two main bases for each side of the conflict, providing lots of vehicles to deploy, ranging from the lightest anti-infantry vehicles like Russian BRDM-2s up to the heaviest vehicles currently in the game in the face of Main Battle Tanks.

Vehicle gameplay is planned to be supported not only by two main bases to come back to for repairs, but also vast and reaching road system across the region, giving vehicles easy access to vantage positions.

Infantry will find themselves gravitating towards abandoned military installations, civilian settlements, and farmlands full of natural cover and trench lines, created by those who were here earlier, providing much-needed breathing room from constant vehicle pressure.

Yamalo-Nenets autonomous okrug (region)(also spelledYamalo-Nenetsky,Yamalo-Nenetsia,Yamalia) is a part ofUral federal districtof the Russian Federation. The city ofSalekhardis the administrative center of the region.

The region is located in the arctic zone of West-Siberian plain, in the center of Extreme North of Russia.

The population of Yamalo-Nenets region is about 542,000 (2012), land area - 769,250 sq. km.

The relief of Yamalo-Nenets region is plain, it consists of tundra and forest-tundra with a lot of lakes and marshland

Yamalo is a map made for vehicular warfare and superfobs. With expansive plains hundreds of meters wide and large 'Islands' of dense tundra forest all in an8KM playable area, it will be both a dream and a nightmare.

Yamalo is quite obviously inspired by the Project Reality map "Yamalia" and while it's layout is completely separate and made entirely from scratch, I hope you'll have the same feeling plowing your way through the swamps in an APC as you did on the old Yamalia. I've done everything I can to preserve the old feel of Yamalia while simultaneously bringing every part of it up to date, as well as adding some new touches of my own

The map features many trench systems, dug in fortifications, and tunnels. I've tried to make sure that each cap point has it's own interest and unique features, and all but a few points in the final version will have some type of interest to them.

I have, however, left plenty of room on each point for teams to dig in a build expansive superFOBs, something that I really hope is taken advantage of in gameplay.

Description: This is my first attempt at mapping and I decided I wanted to do a map that I could switch to winter textures once I get my hands on them AND one where I could work on creating my own ruined structures. This will be a mix of close quarter engagements in and around my eventual 3 floor airport terminal and combat in thick woodland around the industrial and village sectors of the map. All feedback is welcome as I am just learning and getting torn up only makes me better ;).

Just started on the next Joint Ops themed map. This one is Black Rock Beach, a long time favourite i'm sure. I have just finished painting the terrain and applying the foliage and they are now done unless i have to move things - you never know instance counts at the side if you're interested - and that's not counting all the GrassType foilages either

UPDATE BELOW

Map: Black Rock Beach

Size: 3k x 3k

Gameplay: AAS for Squad vanilla and for the JO mod. Plenty of room for mixed forces.

Pics @ my flickrz >

Cheers!

.LJ

]]>30540Sat, 06 Jan 2018 10:21:09 +0000[WIP] Sarau Desert (Revamped and reworked) [vanilla]http://forums.joinsquad.com/topic/29829-wip-sarau-desert-revamped-and-reworked-vanilla/Inspired by Kashan Desert from Project Reality which was originally created by Duckhunt, Sarau desert is around a 20km map focused on a combined arms combat.The centerpiece of the map is a large FASP in the Sarau Desert. The facility itself offers medium to close quarters engagements for infantry while you can expect most of the vehicle combat to happen in the wide open desert and oil fields around the military facility offering medium to long range engagements.

I revamped the map to have better visuals and better gameplay.

Giving me a vibe of Kashan

The map features Rolling hills to mountains

Birds Eye View Of Map With Splines Placed. (Not all roads are placed), side by side comparison

Sarau DesertKashan Desert

FASP

Added landscape grass type

Main Spawns have been added:

US Main

INS Main

Ammo Bunkers FASP

Ammo Pad A Added:

Mortor pool (Cause why not):

Added Razor Wire with simple collision onto the hesco's

HillSide Paths:

Fob Ike:

No longer City Of Sodul, Renamed to Southern Village (WIP):

Possibly adding one or two more buildings.

Points of intrest (Cap zones):

(Note possible flags, not all on one game mode)

Reworked the rocks:

(Note that grass type will change over time)

As open as kashan desert from PR, multiple FOB locations on the map, multiple dunes, to short mountains (may change it since they seem a little sharp). I'm thinking of making a particle effect that works with the landscape for a mirage/heat wave on the low grow, I may not due to the performance cost on a large scale map/effecting long range engagements.

Please give some Feedback on what you would like to see on the map! Any suggestions and help would be appreciated.

Description: First Squad map. Militia from the Caucasus are causing trouble on Russian ground. Landscape is diverse with open fields, forest and farmland.
There is somesort of weapon depot and an abandoned Russian base. Gameplay sure will adjustment based on feedback once it get played. We will see what happens.

I have a passion for Joint Operations (JO). It was honestly one of the best games i have ever had the good fortune to play. This has lead me to picking up Squad, as it is the only game going-anywhere that offered so much potential for modding, and has even allowed me to dream of playing something resembling JO again.

I will be doing a number of re-imagined JO Maps, following as closely to the originals where possible, and posting each in here with my progress and uploading a "Geo" and "Populated" versions. I hope that the maps i make will make their way into Squad-proper but even if they don't or are unpopular i am also creating these assets - as well as numerous others - for a hope-to-be-completed mod of Squad called, tentatively, Squad_JO, which will attempt to emulate the game-play and style of JO using Squad as a base game.

Description: As described on the box - skirmish type AAS, only light vehicular support with possible (very limited) and medium "BTR-level" vehicles, emplaced weapons and defensive works at CP's, one each team owned CP's (Squad_vanilla will need HAB's placed at the first owned-forward-bases (A+D), for team spawning) and two central (parrallel) CP's (4 in total - A, B, C, D).

Additional: this is my first proper map (Iceland became a 'testbed' map ;P ), and is fairly small i know but i think with the right restrictions in place it will be a bunch-o-fun to play. This will be the smallest i make - all the others will be 2k or greater

Description: A steep coastline and a flat landscape makes Russia's first line of defense in the Kaliningrad Oblast.
Cut off from the motherland, the exclave has to fight for its own. NATO forces are preparing a bridgehead on the northern cape to distract the enemy concentrated at the borders and gain a foothold to proceed to the city of Kaliningrad.
Beeing the highest military infested area of the republic, an experienced Mechanized Regiment has been detached to make a fierce counterattack and push the invaders back into the sea.

The local air base makes this area a main objective for both sides. Open fields, light woods, villages and a town marking the area.

Set in the rugged terrain of western Norway, at the enterance of the massive Hardangerfjord, the USMC is staging a counterattack by the sea, seeking to gain a foothold in the Norwegian theatre. This location features several islands, that will have to be captured before safely attacking the mainland beyond. The main combat area will be centered around the small coastal village of Uskedal, and the large island named Skorpo, with ample oppertunities for flanking via surrounding farmsteads and islands.

Description: Huge map with cities, villages, bunkers, highways and dirtroads. Russian team will start in a bunker in the south eastern corner of the map and make their way through fields, forests, hills, mountains, military camps, ruined castle, cities and villages towards US troops that have established a foothold somewhere in the north-western corner of the map.

Raid On Rostov is an infantry focused AAS map that funnels infantry and light

vehicles from the dense surrounding forests into a large munitions factory.

Download Link:

UNRELEASED

Description:

Raid On Rostov is based on the Milsim West event of the same name that took place in 2015. Milsim West is a company that runs simulated wargames using airsoft, blankfire, and pyrotechnics. It follows a fictional war between Nato and Russian forces on the European front. The map is finished with exception of minor polishing.

The following is lore from the IRL event:

After the NATO offensive and siege of Rostov-on-Don was broken NATO ground forces have been pushed back into the border regions. Despite the lengthy and costly siege of Rostov many pieces of critical Russian defense infrastructure remains in place including the Balakin Munitions Factory.

Producing close to 70% of the arms and ammunition used by Russian Southern Military Command, headquartered in Rostov-on-Don, the Balakin Munitions Factory is a critical piece in the Russian's defense plan for Southern Russia and any production delays would be incredibly costly to its defense plan.

NATO Special Forces, operating under TF Archangel, plan to execute a battalion sized raid on Balakin Munitions Factory in order to starve Russian Southern Command of it's needed munitions and to hopefully bring the ground war in Southern Russia to a close.

Hearing rumors of a proposed NATO raid on an industrial factory, Russian Southern Command has deployed units of elite VDV and FSB to reinforce existing militia units guarding these installations.

The aftermath of the battle ultimately resulted in Russian forces holding the factory. During the battle however NATO forces destroyed most of manufacturing equipment rendering the factory useless and allowing the main invasion force to enter the region.

Gameplay: A close quarters map with limited to no vehicles for smaller servers. To take advantage of the urban setting and create a atmosphere where you want to constantly stay alert from all angles and every corner.

Download link: [Unreleased/WIP]

Description: I wanted to play a heavily cluttered yet maneuverable on foot city map. Something where close quarters are much more likely or even to pop up next to a enemy without knowing. The map was not intended with realism to a real city however I don't want it to look like a cartoon either. By adding models in that give every turn and cranny character and detail should just as well distract the eyes as they already should be. The buildings are slowly being converted into 4 points with a maximum of 3 levels high. Right now I want to finish the first two halves where the bridge divides on both sides of city. There will be 2 more halves on the left side added eventually for 4 quadrants. The lighting and fog are meant to be dusk like as to limit your visibility but not hinder gameplay, enough to be atmospheric. I can only go so big before performance starts to tank with materials I have to work with.